using System; using Server.Factions; using Server.Guilds; using Server.Network; namespace Server.Gumps { public class GuildAdminCandidatesGump : GuildMobileListGump { public GuildAdminCandidatesGump(Mobile from, Guild guild) : base(from, guild, true, guild.Candidates) { } protected override void Design() { this.AddHtmlLocalized(20, 10, 400, 35, 1013075, false, false); // Accept or Refuse candidates for membership this.AddButton(20, 400, 4005, 4007, 1, GumpButtonType.Reply, 0); this.AddHtmlLocalized(55, 400, 245, 30, 1013076, false, false); // Accept this.AddButton(300, 400, 4005, 4007, 2, GumpButtonType.Reply, 0); this.AddHtmlLocalized(335, 400, 100, 35, 1013077, false, false); // Refuse } public override void OnResponse(NetState state, RelayInfo info) { if (GuildGump.BadLeader(this.m_Mobile, this.m_Guild)) return; switch ( info.ButtonID ) { case 0: { GuildGump.EnsureClosed(this.m_Mobile); this.m_Mobile.SendGump(new GuildmasterGump(this.m_Mobile, this.m_Guild)); break; } case 1: // Accept { int[] switches = info.Switches; if (switches.Length > 0) { int index = switches[0]; if (index >= 0 && index < this.m_List.Count) { Mobile m = (Mobile)this.m_List[index]; if (m != null && !m.Deleted) { #region Factions PlayerState guildState = PlayerState.Find(this.m_Guild.Leader); PlayerState targetState = PlayerState.Find(m); Faction guildFaction = (guildState == null ? null : guildState.Faction); Faction targetFaction = (targetState == null ? null : targetState.Faction); if (guildFaction != targetFaction) { if (guildFaction == null) this.m_Mobile.SendLocalizedMessage(1013027); // That player cannot join a non-faction guild. else if (targetFaction == null) this.m_Mobile.SendLocalizedMessage(1013026); // That player must be in a faction before joining this guild. else this.m_Mobile.SendLocalizedMessage(1013028); // That person has a different faction affiliation. break; } else if (targetState != null && targetState.IsLeaving) { // OSI does this quite strangely, so we'll just do it this way this.m_Mobile.SendMessage("That person is quitting their faction and so you may not recruit them."); break; } #endregion this.m_Guild.Candidates.Remove(m); this.m_Guild.Accepted.Add(m); GuildGump.EnsureClosed(this.m_Mobile); if (this.m_Guild.Candidates.Count > 0) this.m_Mobile.SendGump(new GuildAdminCandidatesGump(this.m_Mobile, this.m_Guild)); else this.m_Mobile.SendGump(new GuildmasterGump(this.m_Mobile, this.m_Guild)); } } } break; } case 2: // Refuse { int[] switches = info.Switches; if (switches.Length > 0) { int index = switches[0]; if (index >= 0 && index < this.m_List.Count) { Mobile m = (Mobile)this.m_List[index]; if (m != null && !m.Deleted) { this.m_Guild.Candidates.Remove(m); GuildGump.EnsureClosed(this.m_Mobile); if (this.m_Guild.Candidates.Count > 0) this.m_Mobile.SendGump(new GuildAdminCandidatesGump(this.m_Mobile, this.m_Guild)); else this.m_Mobile.SendGump(new GuildmasterGump(this.m_Mobile, this.m_Guild)); } } } break; } } } } }